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114 lines
2.7 KiB
GLSL
114 lines
2.7 KiB
GLSL
//////////////////////////////////////////////
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/// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 //
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/// http://unity3D.vetasoft.com/ //
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//////////////////////////////////////////////
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Shader "2DxFX/AL/Fire"
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{
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Properties
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{
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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[HideInInspector] _MainTex2("Pattern (RGB)", 2D) = "white" {}
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[HideInInspector] _Alpha("Alpha", Range(0,1)) = 1.0
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[HideInInspector] _Color("Tint", Color) = (1,1,1,1)
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[HideInInspector] _Value1("_Value1", Range(0,1)) = 0
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[HideInInspector] _Value2("_Value2", Range(0,1)) = 0
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[HideInInspector] _Value3("_Value3", Range(0,1)) = 0
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[HideInInspector] _Value4("_Value4", Range(0,1)) = 0
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[HideInInspector] _Value5("_Value5", Range(0,1)) = 0
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[HideInInspector]_SrcBlend("_SrcBlend", Float) = 0
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[HideInInspector]_DstBlend("_DstBlend", Float) = 0
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[HideInInspector]_BlendOp("_BlendOp",Float) = 0
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[HideInInspector]_Z("_Z", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector" = "True"
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"RenderType" = "TransparentCutout"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Cull Off
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Lighting Off
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ZWrite[_Z]
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BlendOp[_BlendOp]
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Blend[_SrcBlend][_DstBlend]
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CGPROGRAM
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#pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _MainTex2;
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float4 _Color;
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float _Alpha;
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float _Value1;
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float _Value2;
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float _Value3;
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float _Value4;
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float _Value5;
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struct Input
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{
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float2 uv_MainTex;
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float4 color;
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};
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void vert(inout appdata_full v, out Input o)
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{
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v.vertex = UnityPixelSnap(v.vertex);
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.color = v.color * _Color;
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}
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void surf(Input IN, inout SurfaceOutput o)
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{
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float speed = _Value1;
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float2 uv = IN.uv_MainTex;
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uv += float2(0,0);
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uv /= 8;
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uv /= 1.4;
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uv -= float2(-0.022,-0.022);
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float tm = _Time;
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uv.x += floor(fmod(tm*speed, 1.0) * 8) / 8;
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uv.y += (1 - floor(fmod(tm*speed / 8, 1.0) * 8) / 8);
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float4 t2 = tex2D(_MainTex2, uv);
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uv = IN.uv_MainTex;
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uv /= 8;
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uv += float2(-0.05,0);
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tm += 0.2;
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uv /= 1.4;
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uv -= float2(-0.022,-0.022);
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uv.x += floor(fmod(tm*speed, 1.0) * 8) / 8;
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uv.y += (1 - floor(fmod(tm*speed / 8, 1.0) * 8) / 8);
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t2 += tex2D(_MainTex2, uv);
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uv = IN.uv_MainTex;
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uv /= 8;
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uv += float2(-0.025,-0.02);
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tm += 0.4;
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uv /= 1.4;
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uv -= float2(-0.022,-0.022);
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uv.x += floor(fmod(tm*speed, 1.0) * 8) / 8;
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uv.y += (1 - floor(fmod(tm*speed / 8, 1.0) * 8) / 8);
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t2 += tex2D(_MainTex2, uv);
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float4 t = tex2D(_MainTex, IN.uv_MainTex + float2(t2.r / 64,t2.r / 64))*IN.color;
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t2.a = t.a*t2.r;
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t.rgb = t2*_Value2;
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float4 c = float4(t.rgb,t.a*t2.r*(1 - _Alpha));
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o.Albedo = c.rgb * c.a;
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o.Alpha = c.a;
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clip(o.Alpha - 0.05);
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}
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ENDCG
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}
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Fallback "Transparent/VertexLit"
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} |